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https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
VideoCommon/IndexGenerator: Move stateless functions into anonymous namespace
These don't rely on any of the static members within the IndexGenerator class, so we can make all of these functions fully internal to the translation unit.
This commit is contained in:
parent
69f2ca2230
commit
fb3fda775f
@ -9,7 +9,6 @@
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#include <cstring>
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#include "Common/CommonTypes.h"
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#include "Common/Compiler.h"
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#include "Common/Logging/Log.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/VideoConfig.h"
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@ -20,6 +19,189 @@ constexpr u16 s_primitive_restart = UINT16_MAX;
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using PrimitiveFunction = u16*(*)(u16*, u32, u32);
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std::array<PrimitiveFunction, 8> s_primitive_table;
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template <bool pr>
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u16* WriteTriangle(u16* index_ptr, u32 index1, u32 index2, u32 index3)
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{
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*index_ptr++ = index1;
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*index_ptr++ = index2;
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*index_ptr++ = index3;
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if (pr)
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*index_ptr++ = s_primitive_restart;
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return index_ptr;
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}
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template <bool pr>
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u16* AddList(u16* index_ptr, u32 num_verts, u32 index)
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{
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for (u32 i = 2; i < num_verts; i += 3)
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{
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index_ptr = WriteTriangle<pr>(index_ptr, index + i - 2, index + i - 1, index + i);
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}
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return index_ptr;
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}
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template <bool pr>
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u16* AddStrip(u16* index_ptr, u32 num_verts, u32 index)
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{
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if (pr)
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{
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for (u32 i = 0; i < num_verts; ++i)
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{
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*index_ptr++ = index + i;
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}
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*index_ptr++ = s_primitive_restart;
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}
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else
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{
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bool wind = false;
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for (u32 i = 2; i < num_verts; ++i)
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{
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index_ptr = WriteTriangle<pr>(index_ptr, index + i - 2, index + i - !wind, index + i - wind);
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wind ^= true;
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}
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}
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return index_ptr;
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}
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/**
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* FAN simulator:
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*
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* 2---3
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* / \ / \
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* 1---0---4
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*
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* would generate this triangles:
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* 012, 023, 034
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*
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* rotated (for better striping):
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* 120, 302, 034
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*
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* as odd ones have to winded, following strip is fine:
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* 12034
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*
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* so we use 6 indices for 3 triangles
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*/
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template <bool pr>
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u16* AddFan(u16* index_ptr, u32 num_verts, u32 index)
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{
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u32 i = 2;
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if (pr)
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{
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for (; i + 3 <= num_verts; i += 3)
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{
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*index_ptr++ = index + i - 1;
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*index_ptr++ = index + i + 0;
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*index_ptr++ = index;
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*index_ptr++ = index + i + 1;
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*index_ptr++ = index + i + 2;
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*index_ptr++ = s_primitive_restart;
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}
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for (; i + 2 <= num_verts; i += 2)
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{
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*index_ptr++ = index + i - 1;
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*index_ptr++ = index + i + 0;
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*index_ptr++ = index;
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*index_ptr++ = index + i + 1;
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*index_ptr++ = s_primitive_restart;
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}
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}
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for (; i < num_verts; ++i)
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{
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index_ptr = WriteTriangle<pr>(index_ptr, index, index + i - 1, index + i);
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}
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return index_ptr;
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}
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/*
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* QUAD simulator
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*
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* 0---1 4---5
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* |\ | |\ |
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* | \ | | \ |
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* | \| | \|
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* 3---2 7---6
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*
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* 012,023, 456,467 ...
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* or 120,302, 564,746
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* or as strip: 1203, 5647
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*
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* Warning:
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* A simple triangle has to be rendered for three vertices.
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* ZWW do this for sun rays
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*/
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template <bool pr>
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u16* AddQuads(u16* index_ptr, u32 num_verts, u32 index)
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{
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u32 i = 3;
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for (; i < num_verts; i += 4)
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{
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if (pr)
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{
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*index_ptr++ = index + i - 2;
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*index_ptr++ = index + i - 1;
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*index_ptr++ = index + i - 3;
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*index_ptr++ = index + i - 0;
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*index_ptr++ = s_primitive_restart;
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}
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else
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{
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index_ptr = WriteTriangle<pr>(index_ptr, index + i - 3, index + i - 2, index + i - 1);
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index_ptr = WriteTriangle<pr>(index_ptr, index + i - 3, index + i - 1, index + i - 0);
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}
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}
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// three vertices remaining, so render a triangle
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if (i == num_verts)
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{
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index_ptr = WriteTriangle<pr>(index_ptr, index + num_verts - 3, index + num_verts - 2,
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index + num_verts - 1);
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}
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return index_ptr;
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}
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template <bool pr>
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u16* AddQuads_nonstandard(u16* index_ptr, u32 num_verts, u32 index)
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{
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WARN_LOG(VIDEO, "Non-standard primitive drawing command GL_DRAW_QUADS_2");
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return AddQuads<pr>(index_ptr, num_verts, index);
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}
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u16* AddLineList(u16* index_ptr, u32 num_verts, u32 index)
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{
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for (u32 i = 1; i < num_verts; i += 2)
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{
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*index_ptr++ = index + i - 1;
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*index_ptr++ = index + i;
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}
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return index_ptr;
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}
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// Shouldn't be used as strips as LineLists are much more common
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// so converting them to lists
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u16* AddLineStrip(u16* index_ptr, u32 num_verts, u32 index)
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{
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for (u32 i = 1; i < num_verts; ++i)
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{
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*index_ptr++ = index + i - 1;
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*index_ptr++ = index + i;
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}
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return index_ptr;
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}
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u16* AddPoints(u16* index_ptr, u32 num_verts, u32 index)
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{
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for (u32 i = 0; i != num_verts; ++i)
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{
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*index_ptr++ = index + i;
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}
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return index_ptr;
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}
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} // Anonymous namespace
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// Init
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@ -45,9 +227,9 @@ void IndexGenerator::Init()
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s_primitive_table[OpcodeDecoder::GX_DRAW_TRIANGLE_STRIP] = AddStrip<false>;
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s_primitive_table[OpcodeDecoder::GX_DRAW_TRIANGLE_FAN] = AddFan<false>;
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}
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s_primitive_table[OpcodeDecoder::GX_DRAW_LINES] = &AddLineList;
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s_primitive_table[OpcodeDecoder::GX_DRAW_LINE_STRIP] = &AddLineStrip;
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s_primitive_table[OpcodeDecoder::GX_DRAW_POINTS] = &AddPoints;
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s_primitive_table[OpcodeDecoder::GX_DRAW_LINES] = AddLineList;
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s_primitive_table[OpcodeDecoder::GX_DRAW_LINE_STRIP] = AddLineStrip;
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s_primitive_table[OpcodeDecoder::GX_DRAW_POINTS] = AddPoints;
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}
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void IndexGenerator::Start(u16* Indexptr)
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@ -70,193 +252,6 @@ void IndexGenerator::AddExternalIndices(const u16* indices, u32 num_indices, u32
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base_index += num_vertices;
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}
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// Triangles
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template <bool pr>
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DOLPHIN_FORCE_INLINE u16* IndexGenerator::WriteTriangle(u16* Iptr, u32 index1, u32 index2,
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u32 index3)
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{
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*Iptr++ = index1;
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*Iptr++ = index2;
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*Iptr++ = index3;
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if (pr)
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*Iptr++ = s_primitive_restart;
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return Iptr;
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}
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template <bool pr>
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u16* IndexGenerator::AddList(u16* Iptr, u32 const numVerts, u32 index)
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{
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for (u32 i = 2; i < numVerts; i += 3)
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{
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Iptr = WriteTriangle<pr>(Iptr, index + i - 2, index + i - 1, index + i);
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}
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return Iptr;
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}
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template <bool pr>
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u16* IndexGenerator::AddStrip(u16* Iptr, u32 const numVerts, u32 index)
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{
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if (pr)
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{
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for (u32 i = 0; i < numVerts; ++i)
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{
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*Iptr++ = index + i;
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}
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*Iptr++ = s_primitive_restart;
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}
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else
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{
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bool wind = false;
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for (u32 i = 2; i < numVerts; ++i)
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{
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Iptr = WriteTriangle<pr>(Iptr, index + i - 2, index + i - !wind, index + i - wind);
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wind ^= true;
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}
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}
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return Iptr;
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}
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/**
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* FAN simulator:
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*
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* 2---3
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* / \ / \
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* 1---0---4
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*
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* would generate this triangles:
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* 012, 023, 034
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*
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* rotated (for better striping):
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* 120, 302, 034
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*
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* as odd ones have to winded, following strip is fine:
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* 12034
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*
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* so we use 6 indices for 3 triangles
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*/
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template <bool pr>
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u16* IndexGenerator::AddFan(u16* Iptr, u32 numVerts, u32 index)
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{
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u32 i = 2;
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if (pr)
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{
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for (; i + 3 <= numVerts; i += 3)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i + 0;
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*Iptr++ = index;
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*Iptr++ = index + i + 1;
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*Iptr++ = index + i + 2;
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*Iptr++ = s_primitive_restart;
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}
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for (; i + 2 <= numVerts; i += 2)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i + 0;
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*Iptr++ = index;
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*Iptr++ = index + i + 1;
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*Iptr++ = s_primitive_restart;
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}
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}
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for (; i < numVerts; ++i)
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{
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Iptr = WriteTriangle<pr>(Iptr, index, index + i - 1, index + i);
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}
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return Iptr;
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}
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/*
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* QUAD simulator
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*
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* 0---1 4---5
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* |\ | |\ |
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* | \ | | \ |
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* | \| | \|
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* 3---2 7---6
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*
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* 012,023, 456,467 ...
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* or 120,302, 564,746
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* or as strip: 1203, 5647
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*
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* Warning:
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* A simple triangle has to be rendered for three vertices.
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* ZWW do this for sun rays
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*/
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template <bool pr>
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u16* IndexGenerator::AddQuads(u16* Iptr, u32 numVerts, u32 index)
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{
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u32 i = 3;
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for (; i < numVerts; i += 4)
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{
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if (pr)
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{
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*Iptr++ = index + i - 2;
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i - 3;
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*Iptr++ = index + i - 0;
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*Iptr++ = s_primitive_restart;
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}
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else
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{
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Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 2, index + i - 1);
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Iptr = WriteTriangle<pr>(Iptr, index + i - 3, index + i - 1, index + i - 0);
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}
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}
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// three vertices remaining, so render a triangle
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if (i == numVerts)
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{
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Iptr =
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WriteTriangle<pr>(Iptr, index + numVerts - 3, index + numVerts - 2, index + numVerts - 1);
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}
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return Iptr;
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}
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template <bool pr>
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u16* IndexGenerator::AddQuads_nonstandard(u16* Iptr, u32 numVerts, u32 index)
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{
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WARN_LOG(VIDEO, "Non-standard primitive drawing command GL_DRAW_QUADS_2");
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return AddQuads<pr>(Iptr, numVerts, index);
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}
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// Lines
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u16* IndexGenerator::AddLineList(u16* Iptr, u32 numVerts, u32 index)
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{
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for (u32 i = 1; i < numVerts; i += 2)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i;
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}
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return Iptr;
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}
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// shouldn't be used as strips as LineLists are much more common
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// so converting them to lists
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u16* IndexGenerator::AddLineStrip(u16* Iptr, u32 numVerts, u32 index)
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{
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for (u32 i = 1; i < numVerts; ++i)
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{
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*Iptr++ = index + i - 1;
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*Iptr++ = index + i;
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}
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return Iptr;
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}
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// Points
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u16* IndexGenerator::AddPoints(u16* Iptr, u32 numVerts, u32 index)
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{
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for (u32 i = 0; i != numVerts; ++i)
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{
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*Iptr++ = index + i;
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}
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return Iptr;
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}
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u32 IndexGenerator::GetRemainingIndices()
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{
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u32 max_index = 65534; // -1 is reserved for primitive restart (ogl + dx11)
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@ -26,28 +26,6 @@ public:
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static u32 GetRemainingIndices();
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private:
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// Triangles
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template <bool pr>
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static u16* AddList(u16* Iptr, u32 numVerts, u32 index);
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template <bool pr>
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static u16* AddStrip(u16* Iptr, u32 numVerts, u32 index);
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template <bool pr>
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static u16* AddFan(u16* Iptr, u32 numVerts, u32 index);
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template <bool pr>
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static u16* AddQuads(u16* Iptr, u32 numVerts, u32 index);
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template <bool pr>
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static u16* AddQuads_nonstandard(u16* Iptr, u32 numVerts, u32 index);
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// Lines
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static u16* AddLineList(u16* Iptr, u32 numVerts, u32 index);
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static u16* AddLineStrip(u16* Iptr, u32 numVerts, u32 index);
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// Points
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static u16* AddPoints(u16* Iptr, u32 numVerts, u32 index);
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template <bool pr>
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static u16* WriteTriangle(u16* Iptr, u32 index1, u32 index2, u32 index3);
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static u16* index_buffer_current;
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static u16* BASEIptr;
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static u32 base_index;
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